> As for voice while paused, I do not promise this for a 3.0
> feature, as it will involve one of many Bad Things. The
> penalty choices for adding voice while paused basically amount
> to: ~512k of RAM _and_ one of: between 0 and 1/4 second of

What would the 512K RAM be used for?

> lost audio, between 0 and 1/4 second of re-played audio or
> some very complex partial pcm buffer DMA chunk logic. None of

There's another option: Always pause at PCM buffer boundaries.
The worst thing that might happen is that up to 1/4 second of
voice may get lost/ re-played when pausing / unpausing while the
voice is babbling.